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-rw-r--r--documentation/src/opengl.dox28
1 files changed, 14 insertions, 14 deletions
diff --git a/documentation/src/opengl.dox b/documentation/src/opengl.dox
index 94c13eb17..9d727d87a 100644
--- a/documentation/src/opengl.dox
+++ b/documentation/src/opengl.dox
@@ -1,6 +1,6 @@
/**
- \page opengl Using OpenGL
+ \page opengl Using OpenGL
This chapter discusses using FLTK for your OpenGL applications.
@@ -55,15 +55,15 @@ glDrawBuffer(GL_BACK);
<CENTER><TABLE WIDTH="80%" BORDER="1" CELLPADDING="5" CELLSPACING="0" BGCOLOR="#cccccc">
<TR>
- <TD><B>Note:</B>
+ <TD><B>Note:</B>
- If you are using the Mesa graphics library, the call
- to \p glDrawBuffer() is not required and will slow
- down drawing considerably. The preprocessor instructions
- shown above will optimize your code based upon the
- graphics library used.
+ If you are using the Mesa graphics library, the call
+ to \p glDrawBuffer() is not required and will slow
+ down drawing considerably. The preprocessor instructions
+ shown above will optimize your code based upon the
+ graphics library used.
- </TD>
+ </TD>
</TR>
</TABLE></CENTER>
@@ -150,12 +150,12 @@ loading functions by doing:
\code
case FL_PUSH:
- make_current(); // make OpenGL context current
+ make_current(); // make OpenGL context current
if (!valid()) {
... set up projection exactly the same as draw ...
- valid(1); // stop it from doing this next time
+ valid(1); // stop it from doing this next time
}
... ok to call NON-DRAWING OpenGL code here, such as hit
detection, loading textures, etc...
@@ -453,10 +453,10 @@ void OptimizerWindow::draw() {
// Clear the window...
context_->clear(csContext::COLOR_CLEAR | csContext::DEPTH_CLEAR,
- 0.0f, // Red
- 0.0f, // Green
- 0.0f, // Blue
- 1.0f); // Alpha
+ 0.0f, // Red
+ 0.0f, // Green
+ 0.0f, // Blue
+ 1.0f); // Alpha
// Then draw the scene (if any)...
if (scene_)